Unknown Lands

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The Unknown Lands of Pandora is regarded as a "Multiverse" forum or a "Free Forum" meaning that we are not based on a single series, but rather multiple with our own custom systems. Each "Kingdom" of Pandora is another anime/cartoon series with other various sub series that make up the entire land.

In the world of Pandora, magic is mixed among the people. From magica, to chakra, to energy to Chi. Common powers are divided and experimented in different worlds. Everyone has, and will continue to encounter new forms of magic. From the wisest scholars, information regarding the common collective of this data is below. This is common knowledge and is availble to any average mage, shinobi, pirate, farmer and so forth.

Name: ExQuip [ReQuip]Region: N/APrimary Element: Life or DeathSub Elements: MetalUsage: Conjuration [Creation]Description: ExQuip is a magic commonly referred to as a caster type magic. This magic focuses on creating, or rather, pulling materials out of a different dimension for use. This skill has been prominent for years in many of the kingdom by many names. Experts of this magic have been known to have their own pocket dimension for use. However, unlike Space and Time magic users, they have a limit to what they can store in this finite dimension. It is widely known as "ReQuip" due to the visual appearance when items are being re-equipped for use. However, despite the fact they can seemingly store endless supplies of weapons and armors, they are normally weaker than other items, and once broken, they can no longer be used.Common Abilities:- Sacred Forge With the primary of the Life element, all weapons and armors have bonus elemental effects and buffs to the wearer.- Cursed Forge With the primary of the Death element, all weapons and armors have bonus elemental damage and debuffs to the target.

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Name: [Item Magic]Region: N/APrimary Element: N/ASub Elements: N/AUsage: Manipulation [Item Useage]Description: This form of magic goes by many names and varies to extremities in different forms. This magic is not from the user themselves, but rather from a single external item that allows them to possess powers. Some mages have been known to use these holder objects to enhance their powers, while people with no magical powers use these items to achieve such a feat. Some of these items have their own magical source, while others are simply a tool used to funnel magic through.Common Abilities:- Holder Item Durability Buff: Being a holder item, all of its durability is doubled. It can take twice the amount of magical ranked damage, and twice as many hits from weapons.

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Name: Summoning Region: N/APrimary Element: N/ASub Elements: N/AUsage: Caster, ConjurationDescription: This form of magic is the transport or creation of other beings to fight on the mage's behalf. Summoning Magic usually is encompassed with a theme of some kind, making every user their own unique magic from this simple one. Unfortunately this skill is inferior to those of the Kanto Region, as their summons run on their own power while with this magic the summons are less durable and run on the mage's power. Summons of this magic traditionally can survive 2 hits of their rank before being defeated.

Summoner Rules:Unlimited Summons: Unlimited summons do not have their own pool of mana. They require an upkeep cost that is half of their summoning cost to keep them physical. When the upkeep is no longer paid, they are destroyed. Unlimited summons have an HP value equal to their rank. They cannot use items outside of themselves. Any abilities they have will result in an additional cost to summon, based on the rank. (If the summon took 10MP to summon, but has an ability, it's base cost is 20MP instead.) Abilities must be balanced with equal loss to gain. When a summon of this type is destroyed, it can be recast again. Typical summons are puppets, skeleton warriors, living plants and so forth.Limited Summons: Limited Summons have their own pool of mana. Their base cost is twice of the normal value. Their base MP is equal to that of a mage of equal rank. They may have as many spells as desired, provided the summoner has spell slots for each summon, in ADDITION to their spells. A summon may have a single ability a rank lower than themselves, any additional powers must be balanced with equal cost to their gain.. When a Limited summon is destroyed, they may no longer be used in a thread. They have no sustain cost, however to de-summon them, half of their MP, as well as the spell cost to summon them, must be paid. If your origin is Kingdom of Kanto, you do not pay any part of this de-summon fee.

NOTE: All summons can be summoned within a 5m range of the caster. The exception is a separate long-range spell to place your summons further than normal. After summoned, they may move as desired.

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Name: Take-Over / ShapeshiftingRegion: N/APrimary Element: N/ASub Elements:Life or Spirit/EnergyUsage: ManipulationDescription: This form of magic is simple in theory but dangerous in application. This magic involves the "taking over" of a specific type of being (beasts, demons, animals, machines, etc.) and using it to enhance themselves. It has the potential to increase their strength, speed, durability, or sometimes adding a new skill such as flying or breathing underwater. At first the mage can only accomplish Partial Takeovers, taking on a limb or a portion of a creature to gain some kind of advantage in that area of their body. But with time they are capable of fully transforming into their chosen beasts (B rank). However in other forms, the user takes on the complete form of an animal at lesser ranks. Magic Bonuses:- Full Takeover Takeover/Shapeshift mages may have a B-Ranked "complete" form spell. In this state, they will either gain 1/2 Damage to a single element, or will deal x2 damage with a certain element. (must be an element you own) They may include additional buffs at equal cost to this. (if you get a x2 damage, you get an x2 damage. )- Partial Takeover: Takeover/Shapeshift mages may have a C-Ranked "partial" form spell. In this state, 50% of their body is changed. That portion of their body is considered a single element and will gain a 50% resistance to a single element. (must be one you own)- Novice Takeover Mages may make D-ranked "partial" spells, these will take up a limb at most. These spells allow extra bonuses based on the animal, such as a bat's night eye, or a tiger's claws.

● Main Passives: All elements provide the user access to new skills and abilities. All Primary elements provide the user one free ability that does not take up a slot. This ability does not count towards your total, but still must be placed on your app. However some elements have abilities limited only to them. They do take up a slot, and also must be on your app.

Element: FireIcon:Description: The user controls a Fire, Heat or Plasma based magic. Abilities:

Name: Arsonist Slot: Limited (Primary)Ability: All fire spells have the innate Burn effect. Spell may not be mixed with any other element. ● Burn Effect: Target's inflicted wound deals an additional 50% the following post after the landed hit.

Name:FireworksSlot: Limited (Secondary)Ability: Spells have a chance to activate a burn effect. ● Lesser Burn Effect Caster rolls x1 normal dice per each spell cast. Each "5" will result in an additional 50% damage done in the following post to the target.

Element: EarthIcon:Description: Control an Earth, Sand, or Rock based magicAbilities:

Name:Hardened MudSlot: Limited (Primary)Ability:Defensive spells have double the durability to last from spells.

Name: Dirt and GlassSlot: Limited Ability: Defensive spells can take an additional 50% of damage done by weapons before breaking

Name: Earth's PowerSlot: Limited Ability: Defensive spells do not have an upkeep. Instead their duration is "until destroyed"

Element: WaterIcon:Description: Control a Water, or Mist based magic Abilities:

Name: The Water WithinSlot: Primary Bonus (Free)Ability: User can breath underwater at no cost.

Name: BloodthirstSlot: Limited (Primary)Ability: The user is able to sense any bleeding or wounded target. Range is equal to the user's level, in meters. This does not pinpoint where they are, however if their target is in water, this will pinpoint.

Name: Makeshift Gills Slot: Limited (Secondary)Ability: At the cost of 15MP a post, the caster is able to breathe underwater. This cost cannot be reduced by any means.

Element: WindIcon:Description: Control a Wind, Sky, Smoke or Air based magic Abilities:

Name: Runs With The WindSlot: Primary Bonus (Free)Ability: User is allowed to passively fly/hover 15m off the ground. Speed is equal to user's level in m/s

Name: Mist BodySlot: Limited (Primary)Ability: The user is able to make spells where they are intangible and take no damage based on the spell's rank. However, they may not use damaging spells in this state. However, they may not deal damage in this way

Name: Parlor TrickSlot: Limited (Secondary)Ability: use is able to passively fly/hover 5m off the ground. Speed is equal to user's level in m/s

Name: A Lost WhisperSlot: Limited Ability: User is able to make spells that teleport, using the wind

Element: LightningIcon:Description: Control a Lightning, Shock or Stun based magicAbilities:

Name: ShockingSlot: Primary Bonus (Free)Ability: All lightning spells have the innate Stun effect. Spell may not be mixed with any other element. ● Stun Effect: Target's inflicted limb is numbed for one post. Movement of the limb is slowed by 50% (stacking only cuts the existing 50% in half to 25%). Numbing a target's head will cause a headache and cause a loud ear piercing effect to the target, they will not be slowed. If the target's chest is struck, target's overall speed is lowered by 3 levels instead. A user's speed cannot be lowered under 2 by this effect.

Name: StaticSlot: Limited Ability: All unmixed lightning spells have a chance to disrupt a target's mana. ● Static Disruption: User must roll x1 Normal dice per spell cast. For each "1" the target must pay an additional 50% of their spell cost, on top of the base cost to activate the spell.

Element: MetalIcon:Description: Control a Technology or Metal based magicAbilities:

Element: IceIcon:Description: Control an Ice, Snow, or Frost based magicAbilities:

Name: My Name's Olaf!Slot: Primary Bonus (Free)Ability: All pure ice spells, or slayer ice spells apply freeze for one post. ● Freeze Effect: The target area, 6"x6", is numbed and frozen. The limb cannot be used. If the target's primary element is fire, the area is instead 3"x3". This effect cannot be upkept. If another freeze spell is applied over the same area, all damage is doubled for the duration of Freeze. Spells rank that are equal or lower than the class of the target, cannot apply the freeze effect.

Name: FrostbiteSlot: Limited Ability: User can pay x3 the mana cost of a fire spell that hits them, to cancel the damage. This however will not cancel any effects that spell has. This is per spell.

Name: Crystal MightSlot: Limited Ability: Defensive spells do not have an upkeep, instead their duration is "until destroyed"

Element: NatureIcon:Description: Control a Wood, Nature, Plant or Construction based magic Abilities:

Name: The Giving TreeSlot: Primary Bonus (Free)Ability: User is able to make binding spells. Bind spells can halt a user's limbs in place. Bind spells only affect users of equal or lower rank. A mage of a higher class than that spells rank can break free. A mage of a higher level than the caster can also break free with ease as well. A user of equal class to the spells rank can pay equal MP cost to free themselves. a mage of a lower rank, can pay x2 the cost of the spell to break free.

Name: Animal InstinctsSlot: Limited Ability: User is able to heighten their senses, by honing their primitive instincts. They are able to choose only one sense at a time, with a cooldown of 1 post, after deactivation.● Hearing : The user can hear everything within a certain distance. (x3 his level in meters.)● Sight (Night) : The user can see up to in the dark clearly. (x2 his level in meters)● Sight (Day) : The user can pick up all subtle movements from his location. Allowing them to pick up on even the slightest of movements. (x8 his level in meters )● Touch : By touching something, they are able to feel vibrations to sense objects in a certain vicinity. (x2 their his in meters) [Only if the target is moving]● Smell : They can smell out all things. However this makes them more susceptible to all smells. (x4 His level in meters)

Name: [Animal] FormSlot: Limited Ability: The user is allowed one animal form they can shapeshift into at no cost. This can be anything reasonable, such as a bird, lizard, dragon, tiger or so forth. While in this form they cannot use their lineage skill, items, or magic outside of the animal's own ability. HOWEVER, if the user has a Primary Spirit or Life, they are able to use spells while in animal form, as long as they are designated for that form solely They may also use their lineage ability as well.

Name: Toxic Personality Slot: Limited Ability: Any Damage-Over-Time spells that do not deal the full damage 2 posts after activation, are doubled in effect after the 3rd post. (The spell's damage must be equal between the first, and final post for this buff to take effecct.)

Name: Doctor's intuitionSlot: Limited (Primary)Ability: Use is able to detect and sense anyone who is bleeding or has a wound. This range is based on the user's class, in a spell rank. This does not pinpoint the location of people, but gives the general vicinity of the wounded target.

Name: Travel MedkitSlot: Limited (Secondary)Ability: User passively regains 1% HP. This occurs at the end of their post.

Element: DeathIcon:Description: Control a Death, Necromancy, Debuff, or Damage-Over-Time based magic Abilities:

Name: GravestoneSlot: Primary Bonus (Free)Ability: Any spells that must be sustained to deal damage, cost 50% less MP. if the user has the nature element, these spells only cost 25% of their regular cost instead.

Name: ImtimidationSlot: Limited (Primary)Ability: Any targets within half of the user's level, in meters, has their level reduced by 10. No user's level can be reduced beyond 5. If a target is in contact with the caster, and their base level is lower than the caster, and the difference is greater than 15, the target's level is halved. This debuff applies to all targets, including allies. This can be activated with a 3 post cooldown, and an unlimited duration.

Name: PoisonSlot: Limited Ability: User is able to make spells that deal damage over time. This spells must:- Be sustained- Cannot deal the full amount of damage in less than 2 posts- Cost spell amount per post it is upkept.

Element: ChaosIcon:Description: Control a Space, Time, Luck, Mystery or Chaos based magic Abilities:

Name: This is Madness!Slot: Primary Bonus (Free)Ability: User has a personal pocket dimension where they can pull, and store items in and out of this realm at will.

Name: Mastered ShiftSlot: Limited (Primary)Ability: User is able to teleport while using/holding objects, they may also teleport targets, and carry people with them. They however cannot attack while teleporting, or before or after the spell is cast.

Name: One-Way TicketSlot: Limited (Secondary)Ability: User has a pocket world, however they cannot put items into this world. They may only pull items out of this world. This allows a user to hold onto several weapons at once, but once they take them out of their pocket world, they cannot put them back in until the thread is completed.

Name: ShiftSlot: Limited (Secondary)Ability: User is able to teleport while using/holding objects. They however cannot attack while teleporting, or before or after the spell is cast.

Element: SpiritIcon:Description: Control a Non-Physical, Psychic, Spiritual, or non-elemental based magic or skillAbilities:

Name: I'm Important Too!Slot: Primary Bonus (Free)Ability: User recovers 10MP at the end of every post.

Name: Power ScouterSlot: Limited (Primary)Ability: Based on the user's level, in meters, they are able to detect anyone with Mana equal or less than their own. They are able to tell how far the target is, but not where they are. (Effect is like a bubble around the user.) Anyone who has a higher Mana value, is detected, but distance is not gauged.

Name: Single ScanSlot: Limited (Secondary)Ability: Once per post, level in meters, the user is able to choose a single target within sight. They are able to tell if the user's mana pool currently is lower than their own. If it is equal or greater, no information is given.

Element: LightIcon:Description: Control a Light, Solar, or Holy based magicAbilities:

Name: Ooh, Shiny!Slot: Primary Bonus (Free)Ability: During the day, before noon, all spells using Light will deal x2 damage.

Name: NightwalkerSlot: Limited (Primary)Ability: Pure dark spells can be cast at half of the cost.

Name: BoogeymanSlot: Limited Ability: Dark spells can be cast at half of their cost. (If used with Nightwalker, spells are only 25% of their original cost.)

All users gain the following spell: (this does not go on your app. This does not take up a slot.)

Name: RecoveryRank: DCost: 0MP / 0 ChakraDescription: Almost instantaneously, the user's own energy is channeled and focused. By gathering surrounding power, their own supply is replenished. (User recovers 50 MP/Chakra)Strengths:- User is able to gather MP/Chakra- Happens nearly instantlyWeaknesses:- Happens at the start of a post- Energy may not be used during that post- Cannot be used if the caster has 0 MP or 0 ChakraDuration: InstantCooldown: 5 Posts, starting from the post after the spell is cast.